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2014-06-04SCUMM: Fix music looping in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music instead of all sounds in music handling of AD player.Johannes Schickel
2014-06-04SCUMM: Make sound completely silent for volume level 0 in AD code.Johannes Schickel
2014-06-04SCUMM: Fix volume levels when playing SFX and music at the same time in AD ↵Johannes Schickel
player. This sadly decreases the granularity of volume control since AdLib has far less distinct volume levels as we. However, having music and sfx at the same time increases the overall experience.
2014-06-04SCUMM: Only reset rhythm state when music is stopped.Johannes Schickel
2014-06-04SCUMM: Allow music and sfx to be played at the same time in AD player.Johannes Schickel
2014-06-04SCUMM: Only stop music when requested in AD code.Johannes Schickel
2014-06-04SCUMM: Let music in AD code use the same HW channel allocation as SFX.Johannes Schickel
2014-06-04SCUMM: Dynamically allocate hw channels for SFX in AD player.Johannes Schickel
2014-06-04SCUMM: Allow multiple SFX to be played at once with AD.Johannes Schickel
Actually, even before this change it was possible. However, since we formerly used the original channel specification it was not possible when two sfx were started on the same channel. Now we can play such sounds simultaneously again. This is a first step towards a AdLib support level we had when we tried to convert SFX to MIDI to play it through iMuse. However, now we still play the sound effects properly, i.e. they still sound like in the original.
2014-06-04SCUMM: Clean up how SFX are stopped in the AD player.Johannes Schickel
2014-06-04SCUMM: Properly unlock sound resources when reusing sfx slots in AD code.Johannes Schickel
2014-06-04SCUMM: Further cleanup in AD SFX code.Johannes Schickel
2014-06-04SCUMM: Further refactor AD SFX code.Johannes Schickel
2014-06-04SCUMM: Always work directly on Channel data in AD code.Johannes Schickel
2014-06-04SCUMM: Store hardware channel number explicitly in Channel structure in AD code.Johannes Schickel
2014-06-04SCUMM: Replace some more constants with named enum values in AD code.Johannes Schickel
2014-06-04SCUMM: Fix sfx resource unlocking in AD player.Johannes Schickel
2014-06-04SCUMM: Move notes into SFX channel structure in AD player.Johannes Schickel
2014-06-04SCUMM: Further SFX note related cleanup in AD player.Johannes Schickel
2014-06-04SCUMM: Only keep music data variable for music around in AD code.Johannes Schickel
2014-06-04SCUMM: Introduce symbolic names for channel/note states in AD code.Johannes Schickel
2014-06-04SCUMM: Slight cleanup in SFX register code in AD player.Johannes Schickel
2014-06-04SCUMM: Small cleanup in SFX note setup in AD code.Johannes Schickel
2014-05-27ALL: Introduce typesafe Debugger::registerVar functions.Johannes Schickel
This also adds a FIXME to SCI which registered an enum type as int...
2014-05-27ALL: Make Debugger command function names conform to our guidelines.Johannes Schickel
2014-05-27ALL: Rename Debugger::DCmd_Register to Debugger::registerCmd.Johannes Schickel
2014-05-27ALL: Rename Debugger::DVar_Register to Debugger::registerVar.Johannes Schickel
2014-05-27ALL: Rename Debugger::DebugPrintf to Debugger::debugPrintf.Johannes Schickel
2014-05-13SCUMM: Remove "level" command from debugger. Replaced by "debuglevel".D G Turner
This required a small amount of extra code changes to ensure that _debugMode is kept in sync when the debugger is used to change the level.
2014-03-30SCUMM: Avoid potential issues casting invalid values to enumMax Horn
A compiler could in principle decide that a ResType enum can never equal 0xFF or 0xFFFF, and thus incorrectly optimize the ScummEngine::saveOrLoad code. So check the value *before* casting it.
2014-03-30ALL: Resolve multiple clang warningsMax Horn
2014-03-18SCUMM: Fix bug #6009 "DC: FT/Dig - Sound disappears when VMU save fails"D G Turner
This was introduced by fd3970aa52a0c7f411afdddfebad208f783281c8: Apply patch #2984508 - "GSoC: SCUMM stopped audio from playing while saving" This was not quite correct as if the save fails, the function exits without unpausing the engine, which resulted in sound and music remaining muted. This corrects the logic to unpause in all cases.
2014-03-09SCUMM: Define symbols before actually using them in proc3ARM.s.Johannes Schickel
2014-03-06SCUMM: Manually specify function alignment in ARM assembly.Johannes Schickel
2014-02-19SCUMM: Some British to American englishStrangerke
2014-02-18SCUMM: Make GPL headers consistent in themselves.Johannes Schickel
2014-02-16SCUMM: Janitorial - Remove trailing spacesStrangerke
2014-01-18SCUMM: Fix some GCC warnings.Johannes Schickel
2014-01-17Merge pull request #366 from clone2727/he-saves-target-nameclone2727
RFC: Make HE games use the target name in all save files
2013-11-27SCUMM: Small formatting fix.Johannes Schickel
2013-11-27SCUMM: Cleanup querySaveMetaInfos implementation.Johannes Schickel
This results in less code and also less I/O operations (including seeking).
2013-11-27SCUMM: Slight cleanup in detection.cpp.Johannes Schickel
2013-11-27SCUMM: Slight cleanup in savegame code.Johannes Schickel
2013-11-27SCUMM: Remove unsued method loadThumbnailFromSlot(int slot).Johannes Schickel
2013-11-24BUILD: Remove need for engine.mk in each engine directory.D G Turner
Each engine now only has to provide a single configure.engine file adding the engine into the configure script, which then produces the required other files automatically.
2013-11-24BUILD: Remove need for engine-plugin.h in engines.D G Turner
This is now generated automatically by the configure script from the engine directory names.
2013-11-24BUILD: Split engines/plugins_table header down to a file per engine.D G Turner
This is the third and final commit enabling fully pluggable engines. Now providing an engine folder contains a configure.engine, engine.mk and engine-plugin.h file, it will be picked up automatically by the configure script.
2013-11-24BUILD: Split engines.mk down to a single file per engine.D G Turner
This is the second part of allowing engines to be added dynamically. Each folder in engines/ which must contain a file named "engine.mk" containing the make definitions for that engine.
2013-11-24BUILD: Split configure.engines down to a single file per engine.D G Turner
This is the first part of allowing engines to be added dynamically. They are placed into a folder in engines/ which must contain a file named "configure.engine" to add the engine, which is pulled into the top level configure script automatically.